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   <div id="projectname">NGUI: Next-Gen UI kit
   &#160;<span id="projectnumber">3.7.2</span>
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<div class="title">Class List</div>  </div>
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<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span>]</div><table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_active_animation.html" target="_self">ActiveAnimation</a></td><td class="desc">Mainly an internal script used by UIButtonPlayAnimation, but can also be used to call the specified function on the game object after it finishes animating. </td></tr>
<tr id="row_1_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_active_animation_editor.html" target="_self">ActiveAnimationEditor</a></td><td class="desc"></td></tr>
<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_animated_alpha.html" target="_self">AnimatedAlpha</a></td><td class="desc">Makes it possible to animate alpha of the widget or a panel. </td></tr>
<tr id="row_3_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_animated_color.html" target="_self">AnimatedColor</a></td><td class="desc">Makes it possible to animate a color of the widget. </td></tr>
<tr id="row_4_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_better_list_3_01_t_01_4.html" target="_self">BetterList&lt; T &gt;</a></td><td class="desc">This improved version of the System.Collections.Generic.List that doesn't release the buffer on <a class="el" href="class_better_list_3_01_t_01_4.html#a3fe73e26e4af6730ad5c51262b8defc6" title="Clear the array by resetting its size to zero. Note that the memory is not actually released...">Clear()</a>, resulting in better performance and less garbage collection. PRO: BetterList performs faster than List when you Add and Remove items (although slower if you remove from the beginning). CON: BetterList performs worse when sorting the list. If your operations involve sorting, use the standard List instead. </td></tr>
<tr id="row_5_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_b_m_font.html" target="_self">BMFont</a></td><td class="desc"><a class="el" href="class_b_m_font.html" title="BMFont reader. C# implementation of http://www.angelcode.com/products/bmfont/ ">BMFont</a> reader. C# implementation of <a href="http://www.angelcode.com/products/bmfont/">http://www.angelcode.com/products/bmfont/</a> </td></tr>
<tr id="row_6_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_b_m_font_reader.html" target="_self">BMFontReader</a></td><td class="desc">Helper class that takes care of loading <a class="el" href="class_b_m_font.html" title="BMFont reader. C# implementation of http://www.angelcode.com/products/bmfont/ ">BMFont</a>'s glyph information from the specified byte array. This functionality is not a part of <a class="el" href="class_b_m_font.html" title="BMFont reader. C# implementation of http://www.angelcode.com/products/bmfont/ ">BMFont</a> anymore because Flash export option can't handle System.IO functions. </td></tr>
<tr id="row_7_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_b_m_glyph.html" target="_self">BMGlyph</a></td><td class="desc">Glyph structure used by <a class="el" href="class_b_m_font.html" title="BMFont reader. C# implementation of http://www.angelcode.com/products/bmfont/ ">BMFont</a>. For more information see <a href="http://www.angelcode.com/products/bmfont/">http://www.angelcode.com/products/bmfont/</a> </td></tr>
<tr id="row_8_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_b_m_symbol.html" target="_self">BMSymbol</a></td><td class="desc">Symbols are a sequence of characters such as ":)" that get replaced with a sprite, such as the smiley face. </td></tr>
<tr id="row_9_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_byte_reader.html" target="_self">ByteReader</a></td><td class="desc">MemoryStream.ReadLine has an interesting oddity: it doesn't always advance the stream's position by the correct amount: <a href="http://social.msdn.microsoft.com/Forums/en-AU/Vsexpressvcs/thread/b8f7837b-e396-494e-88e1-30547fcf385f">http://social.msdn.microsoft.com/Forums/en-AU/Vsexpressvcs/thread/b8f7837b-e396-494e-88e1-30547fcf385f</a> Solution? Custom line reader with the added benefit of not having to use streams at all. </td></tr>
<tr id="row_10_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_chat_input.html" target="_self">ChatInput</a></td><td class="desc">Very simple example of how to use a TextList with a <a class="el" href="class_u_i_input.html" title="Input field makes it possible to enter custom information within the UI. ">UIInput</a> for chat. </td></tr>
<tr id="row_11_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_component_selector.html" target="_self">ComponentSelector</a></td><td class="desc">EditorGUILayout.ObjectField doesn't support custom components, so a custom wizard saves the day. Unfortunately this tool only shows components that are being used by the scene, so it's a "recently used" selection tool. </td></tr>
<tr id="row_12_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_download_texture.html" target="_self">DownloadTexture</a></td><td class="desc">Simple script that shows how to download a remote texture and assign it to be used by a <a class="el" href="class_u_i_texture.html" title="If you don&#39;t have or don&#39;t wish to create an atlas, you can simply use this script to draw a texture...">UITexture</a>. </td></tr>
<tr id="row_13_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_envelop_content.html" target="_self">EnvelopContent</a></td><td class="desc">Example script that resizes the widget it's attached to in order to envelop the target content. </td></tr>
<tr id="row_14_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_equip_items.html" target="_self">EquipItems</a></td><td class="desc">Equip the specified items on the character when the script is started. </td></tr>
<tr id="row_15_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_equip_random_item.html" target="_self">EquipRandomItem</a></td><td class="desc">Create and equip a random item on the specified target. </td></tr>
<tr id="row_16_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_16_" class="arrow" onclick="toggleFolder('16_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_event_delegate.html" target="_self">EventDelegate</a></td><td class="desc">Delegate callback that Unity can serialize and set via Inspector. </td></tr>
<tr id="row_16_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_event_delegate_1_1_parameter.html" target="_self">Parameter</a></td><td class="desc">Delegates can have parameters, and this class makes it possible to save references to properties that can then be passed as function arguments, such as transform.position or widget.color. </td></tr>
<tr id="row_17_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_event_delegate_drawer.html" target="_self">EventDelegateDrawer</a></td><td class="desc">Draws a single event delegate. Contributed by Adam Byrd. </td></tr>
<tr id="row_18_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_event_delegate_editor.html" target="_self">EventDelegateEditor</a></td><td class="desc"></td></tr>
<tr id="row_19_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_example_drag_drop_item.html" target="_self">ExampleDragDropItem</a></td><td class="desc"></td></tr>
<tr id="row_20_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_example_drag_drop_surface.html" target="_self">ExampleDragDropSurface</a></td><td class="desc">Simple example of an OnDrop event accepting a game object. In this case we check to see if there is a DragDropObject present, and if so &ndash; create its prefab on the surface, then destroy the object. </td></tr>
<tr id="row_21_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_21_" class="arrow" onclick="toggleFolder('21_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_free_type.html" target="_self">FreeType</a></td><td class="desc"><a class="el" href="class_free_type.html" title="FreeType library is a C++ library used to print text from TrueType fonts. Since the code is in a nati...">FreeType</a> library is a C++ library used to print text from TrueType fonts. Since the code is in a native C++ DLL, you will need Unity Pro in order to use it. <a class="el" href="class_free_type.html" title="FreeType library is a C++ library used to print text from TrueType fonts. Since the code is in a nati...">FreeType</a> project is open source and can be obtained from <a href="http://www.freetype.org/">http://www.freetype.org/</a> </td></tr>
<tr id="row_21_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___b_box.html" target="_self">FT_BBox</a></td><td class="desc"></td></tr>
<tr id="row_21_1_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___bitmap.html" target="_self">FT_Bitmap</a></td><td class="desc"></td></tr>
<tr id="row_21_2_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___face_rec.html" target="_self">FT_FaceRec</a></td><td class="desc"></td></tr>
<tr id="row_21_3_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___generic.html" target="_self">FT_Generic</a></td><td class="desc"></td></tr>
<tr id="row_21_4_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___glyph___metrics.html" target="_self">FT_Glyph_Metrics</a></td><td class="desc"></td></tr>
<tr id="row_21_5_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___glyph_slot_rec.html" target="_self">FT_GlyphSlotRec</a></td><td class="desc"></td></tr>
<tr id="row_21_6_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___list_rec.html" target="_self">FT_ListRec</a></td><td class="desc"></td></tr>
<tr id="row_21_7_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___outline.html" target="_self">FT_Outline</a></td><td class="desc"></td></tr>
<tr id="row_21_8_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___size___metrics.html" target="_self">FT_Size_Metrics</a></td><td class="desc"></td></tr>
<tr id="row_21_9_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___size_rec.html" target="_self">FT_SizeRec</a></td><td class="desc"></td></tr>
<tr id="row_21_10_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_free_type_1_1_f_t___vector.html" target="_self">FT_Vector</a></td><td class="desc"></td></tr>
<tr id="row_22_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_g_u_i_d.html" target="_self">GUID</a></td><td class="desc">Helper class that is able to convert objects to GUIDs and back. </td></tr>
<tr id="row_23_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_inv_attachment_point.html" target="_self">InvAttachmentPoint</a></td><td class="desc"></td></tr>
<tr id="row_24_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_inv_base_item.html" target="_self">InvBaseItem</a></td><td class="desc">Inventory System &ndash; Base Item. Note that it would be incredibly tedious to create all items by hand, Warcraft style. It's a lot more straightforward to create all items to be of the same level as far as stats go, then specify an appropriate level range for the item where it will appear. Effective item stats can then be calculated by lowering the base stats by an appropriate amount. Add a quality modifier, and you have additional variety, Terraria 1.1 style. </td></tr>
<tr id="row_25_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_inv_database.html" target="_self">InvDatabase</a></td><td class="desc"></td></tr>
<tr id="row_26_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_inv_database_inspector.html" target="_self">InvDatabaseInspector</a></td><td class="desc">Inspector class used to edit Inventory Databases. </td></tr>
<tr id="row_27_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_inv_equipment.html" target="_self">InvEquipment</a></td><td class="desc">Inventory system &ndash; Equipment class works with InvAttachmentPoints and allows to visually equip and remove items. </td></tr>
<tr id="row_28_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_inv_find_item.html" target="_self">InvFindItem</a></td><td class="desc">Inventory System search functionality. </td></tr>
<tr id="row_29_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_inv_game_item.html" target="_self">InvGameItem</a></td><td class="desc">Since it would be incredibly tedious to create thousands of unique items by hand, a simple solution is needed. Separating items into 2 parts is that solution. Base item contains stats that the item would have if it was max level. All base items are created with their stats at max level. Game item, the second item class, has an effective item level which is used to calculate effective item stats. Game items can be generated with a random level (clamped within base item's min/max level range), and with random quality affecting the item's stats. </td></tr>
<tr id="row_30_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_inv_stat.html" target="_self">InvStat</a></td><td class="desc">Inventory System statistic </td></tr>
<tr id="row_31_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_lag_position.html" target="_self">LagPosition</a></td><td class="desc">Attach to a game object to make its position always lag behind its parent as the parent moves. </td></tr>
<tr id="row_32_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_lag_rotation.html" target="_self">LagRotation</a></td><td class="desc">Attach to a game object to make its rotation always lag behind its parent as the parent rotates. </td></tr>
<tr id="row_33_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_language_selection.html" target="_self">LanguageSelection</a></td><td class="desc">Turns the popup list it's attached to into a language selection list. </td></tr>
<tr id="row_34_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_load_level_on_click.html" target="_self">LoadLevelOnClick</a></td><td class="desc"></td></tr>
<tr id="row_35_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_localization.html" target="_self">Localization</a></td><td class="desc"><a class="el" href="class_localization.html" title="Localization manager is able to parse localization information from text assets. Using it is simple: ...">Localization</a> manager is able to parse localization information from text assets. Using it is simple: text = Localization.Get(key), or just add a <a class="el" href="class_u_i_localize.html" title="Simple script that lets you localize a UIWidget. ">UILocalize</a> script to your labels. You can switch the language by using <a class="el" href="class_localization.html#aa7e7da951bef60a8d5959638234d4dc4" title="Name of the currently active language. ">Localization.language</a> = "French", for example. This will attempt to load the file called "French.txt" in the Resources folder, or a column "French" from the Localization.csv file in the Resources folder. If going down the TXT language file route, it's expected that the file is full of key = value pairs, like so: </td></tr>
<tr id="row_36_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_look_at_target.html" target="_self">LookAtTarget</a></td><td class="desc">Attaching this script to an object will make that object face the specified target. The most ideal use for this script is to attach it to the camera and make the camera look at its target. </td></tr>
<tr id="row_37_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_context_menu.html" target="_self">NGUIContextMenu</a></td><td class="desc">This editor helper class makes it easy to create and show a context menu. It ensures that it's possible to add multiple items with the same name. </td></tr>
<tr id="row_38_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_debug.html" target="_self">NGUIDebug</a></td><td class="desc">This class is meant to be used only internally. It's like Debug.Log, but prints using OnGUI to screen instead. </td></tr>
<tr id="row_39_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_editor_extensions.html" target="_self">NGUIEditorExtensions</a></td><td class="desc">This class contains NGUI's extensions to Unity Editor's functionality. </td></tr>
<tr id="row_40_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_40_" class="arrow" onclick="toggleFolder('40_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_editor_tools.html" target="_self">NGUIEditorTools</a></td><td class="desc">Tools for the editor </td></tr>
<tr id="row_40_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_n_g_u_i_editor_tools_1_1_int_vector.html" target="_self">IntVector</a></td><td class="desc">Struct type for the integer vector field below. </td></tr>
<tr id="row_41_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_handles.html" target="_self">NGUIHandles</a></td><td class="desc">Editor helper class containing functions related to drawing things in the Scene View using UnityEditor.Handles. </td></tr>
<tr id="row_42_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_help.html" target="_self">NGUIHelp</a></td><td class="desc">This script adds the NGUI menu options to the Unity Editor. </td></tr>
<tr id="row_43_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_json.html" target="_self">NGUIJson</a></td><td class="desc">This class encodes and decodes JSON strings. Spec. details, see <a href="http://www.json.org/">http://www.json.org/</a> </td></tr>
<tr id="row_44_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_math.html" target="_self">NGUIMath</a></td><td class="desc">Helper class containing generic functions used throughout the UI library. </td></tr>
<tr id="row_45_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_menu.html" target="_self">NGUIMenu</a></td><td class="desc">This script adds the NGUI menu options to the Unity Editor. </td></tr>
<tr id="row_46_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_selection_tools.html" target="_self">NGUISelectionTools</a></td><td class="desc"></td></tr>
<tr id="row_47_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_settings.html" target="_self">NGUISettings</a></td><td class="desc">Unity doesn't keep the values of static variables after scripts change get recompiled. One way around this is to store the references in EditorPrefs &ndash; retrieve them at start, and save them whenever something changes. </td></tr>
<tr id="row_48_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_snap.html" target="_self">NGUISnap</a></td><td class="desc">Utility class that makes it easy to perform snapping while dragging widgets. </td></tr>
<tr id="row_49_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_49_" class="arrow" onclick="toggleFolder('49_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_text.html" target="_self">NGUIText</a></td><td class="desc">Helper class containing functionality related to using dynamic fonts. </td></tr>
<tr id="row_49_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_text_1_1_glyph_info.html" target="_self">GlyphInfo</a></td><td class="desc"></td></tr>
<tr id="row_50_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_tools.html" target="_self">NGUITools</a></td><td class="desc">Helper class containing generic functions used throughout the UI library. </td></tr>
<tr id="row_51_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_n_g_u_i_transform_inspector.html" target="_self">NGUITransformInspector</a></td><td class="desc"></td></tr>
<tr id="row_52_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_open_u_r_l_on_click.html" target="_self">OpenURLOnClick</a></td><td class="desc"></td></tr>
<tr id="row_53_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_pan_with_mouse.html" target="_self">PanWithMouse</a></td><td class="desc">Placing this script on the game object will make that game object pan with mouse movement. </td></tr>
<tr id="row_54_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_play_idle_animations.html" target="_self">PlayIdleAnimations</a></td><td class="desc">Attach this script to any object that has idle animations. It's expected that the main idle loop animation is called "idle", and idle break animations all begin with "idle" (ex: idleStretch, idleYawn, etc). The script will place the idle loop animation on layer 0, and breaks on layer 1. </td></tr>
<tr id="row_55_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_property_binding.html" target="_self">PropertyBinding</a></td><td class="desc">Property binding lets you bind two fields or properties so that changing one will update the other. </td></tr>
<tr id="row_56_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_property_binding_editor.html" target="_self">PropertyBindingEditor</a></td><td class="desc"></td></tr>
<tr id="row_57_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_property_reference.html" target="_self">PropertyReference</a></td><td class="desc">Reference to a specific field or property that can be set via inspector. </td></tr>
<tr id="row_58_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_58_" class="arrow" onclick="toggleFolder('58_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_property_reference_drawer.html" target="_self">PropertyReferenceDrawer</a></td><td class="desc">Generic property binding drawer. </td></tr>
<tr id="row_58_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_property_reference_drawer_1_1_entry.html" target="_self">Entry</a></td><td class="desc"></td></tr>
<tr id="row_59_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_real_time.html" target="_self">RealTime</a></td><td class="desc">Time class has no timeScale-independent time. This class fixes that. </td></tr>
<tr id="row_60_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_set_color_on_selection.html" target="_self">SetColorOnSelection</a></td><td class="desc">Simple script used by Tutorial 11 that sets the color of the sprite based on the string value. </td></tr>
<tr id="row_61_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_show_editor_styles.html" target="_self">ShowEditorStyles</a></td><td class="desc"></td></tr>
<tr id="row_62_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_spin.html" target="_self">Spin</a></td><td class="desc">Want something to spin? Attach this script to it. Works equally well with rigidbodies as without. </td></tr>
<tr id="row_63_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_spin_with_mouse.html" target="_self">SpinWithMouse</a></td><td class="desc"></td></tr>
<tr id="row_64_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_spring_panel.html" target="_self">SpringPanel</a></td><td class="desc">Similar to <a class="el" href="class_spring_position.html" title="Spring-like motion – the farther away the object is from the target, the stronger the pull...">SpringPosition</a>, but also moves the panel's clipping. Works in local coordinates. </td></tr>
<tr id="row_65_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_spring_position.html" target="_self">SpringPosition</a></td><td class="desc">Spring-like motion &ndash; the farther away the object is from the target, the stronger the pull. </td></tr>
<tr id="row_66_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_sprite_selector.html" target="_self">SpriteSelector</a></td><td class="desc">Editor component used to display a list of sprites. </td></tr>
<tr id="row_67_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_test.html" target="_self">Test</a></td><td class="desc"></td></tr>
<tr id="row_68_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tutorial5.html" target="_self">Tutorial5</a></td><td class="desc">This simple example script is used in Tutorial 5 to show how custom events work. </td></tr>
<tr id="row_69_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_alpha.html" target="_self">TweenAlpha</a></td><td class="desc">Tween the object's alpha. </td></tr>
<tr id="row_70_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_alpha_editor.html" target="_self">TweenAlphaEditor</a></td><td class="desc"></td></tr>
<tr id="row_71_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_color.html" target="_self">TweenColor</a></td><td class="desc">Tween the object's color. </td></tr>
<tr id="row_72_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_color_editor.html" target="_self">TweenColorEditor</a></td><td class="desc"></td></tr>
<tr id="row_73_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_f_o_v.html" target="_self">TweenFOV</a></td><td class="desc">Tween the camera's field of view. </td></tr>
<tr id="row_74_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_f_o_v_editor.html" target="_self">TweenFOVEditor</a></td><td class="desc"></td></tr>
<tr id="row_75_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_height.html" target="_self">TweenHeight</a></td><td class="desc">Tween the widget's size. </td></tr>
<tr id="row_76_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_height_editor.html" target="_self">TweenHeightEditor</a></td><td class="desc"></td></tr>
<tr id="row_77_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_ortho_size.html" target="_self">TweenOrthoSize</a></td><td class="desc">Tween the camera's orthographic size. </td></tr>
<tr id="row_78_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_ortho_size_editor.html" target="_self">TweenOrthoSizeEditor</a></td><td class="desc"></td></tr>
<tr id="row_79_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_position.html" target="_self">TweenPosition</a></td><td class="desc">Tween the object's position. </td></tr>
<tr id="row_80_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_position_editor.html" target="_self">TweenPositionEditor</a></td><td class="desc"></td></tr>
<tr id="row_81_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_rotation.html" target="_self">TweenRotation</a></td><td class="desc">Tween the object's rotation. </td></tr>
<tr id="row_82_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_rotation_editor.html" target="_self">TweenRotationEditor</a></td><td class="desc"></td></tr>
<tr id="row_83_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_scale.html" target="_self">TweenScale</a></td><td class="desc">Tween the object's local scale. </td></tr>
<tr id="row_84_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_scale_editor.html" target="_self">TweenScaleEditor</a></td><td class="desc"></td></tr>
<tr id="row_85_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_transform.html" target="_self">TweenTransform</a></td><td class="desc">Tween the object's position, rotation and scale. </td></tr>
<tr id="row_86_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_transform_editor.html" target="_self">TweenTransformEditor</a></td><td class="desc"></td></tr>
<tr id="row_87_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_volume.html" target="_self">TweenVolume</a></td><td class="desc">Tween the audio source's volume. </td></tr>
<tr id="row_88_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_volume_editor.html" target="_self">TweenVolumeEditor</a></td><td class="desc"></td></tr>
<tr id="row_89_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_width.html" target="_self">TweenWidth</a></td><td class="desc">Tween the widget's size. </td></tr>
<tr id="row_90_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_tween_width_editor.html" target="_self">TweenWidthEditor</a></td><td class="desc"></td></tr>
<tr id="row_91_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_typewriter_effect.html" target="_self">TypewriterEffect</a></td><td class="desc">This script is able to fill in the label's text gradually, giving the effect of someone typing or fading in the content over time. </td></tr>
<tr id="row_92_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i2_d_sprite.html" target="_self">UI2DSprite</a></td><td class="desc">2D Sprite is capable of drawing sprites added in Unity 4.3. When importing your textures, import them as Sprites and you will be able to draw them with this widget. If you provide a Packing Tag in your import settings, your sprites will get automatically packed into an atlas for you, so creating an atlas beforehand is not necessary. </td></tr>
<tr id="row_93_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i2_d_sprite_animation.html" target="_self">UI2DSpriteAnimation</a></td><td class="desc">Small script that makes it easy to create looping 2D sprite animations. </td></tr>
<tr id="row_94_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i2_d_sprite_editor.html" target="_self">UI2DSpriteEditor</a></td><td class="desc">Inspector class used to edit UITextures. </td></tr>
<tr id="row_95_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_anchor.html" target="_self">UIAnchor</a></td><td class="desc">This script can be used to anchor an object to the side or corner of the screen, panel, or a widget. </td></tr>
<tr id="row_96_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_anchor_editor.html" target="_self">UIAnchorEditor</a></td><td class="desc"></td></tr>
<tr id="row_97_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_atlas.html" target="_self">UIAtlas</a></td><td class="desc">UI Atlas contains a collection of sprites inside one large texture atlas. </td></tr>
<tr id="row_98_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_atlas_inspector.html" target="_self">UIAtlasInspector</a></td><td class="desc">Inspector class used to edit the <a class="el" href="class_u_i_atlas.html" title="UI Atlas contains a collection of sprites inside one large texture atlas. ">UIAtlas</a>. </td></tr>
<tr id="row_99_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_99_" class="arrow" onclick="toggleFolder('99_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_atlas_maker.html" target="_self">UIAtlasMaker</a></td><td class="desc">Atlas maker lets you create atlases from a bunch of small textures. It's an alternative to using the external Texture Packer. </td></tr>
<tr id="row_99_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_atlas_maker_1_1_sprite_entry.html" target="_self">SpriteEntry</a></td><td class="desc"></td></tr>
<tr id="row_100_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_basic_sprite.html" target="_self">UIBasicSprite</a></td><td class="desc">Functionality common to both NGUI and 2D sprites brought out into a single common parent. Mostly contains everything related to drawing the sprite. </td></tr>
<tr id="row_101_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_basic_sprite_editor.html" target="_self">UIBasicSpriteEditor</a></td><td class="desc">Inspector class used to edit UITextures. </td></tr>
<tr id="row_102_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button.html" target="_self">UIButton</a></td><td class="desc">Similar to <a class="el" href="class_u_i_button_color.html" title="Simple example script of how a button can be colored when the mouse hovers over it or it gets pressed...">UIButtonColor</a>, but adds a 'disabled' state based on whether the collider is enabled or not. </td></tr>
<tr id="row_103_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_activate.html" target="_self">UIButtonActivate</a></td><td class="desc">Very basic script that will activate or deactivate an object (and all of its children) when clicked. </td></tr>
<tr id="row_104_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_color.html" target="_self">UIButtonColor</a></td><td class="desc">Simple example script of how a button can be colored when the mouse hovers over it or it gets pressed. </td></tr>
<tr id="row_105_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_color_editor.html" target="_self">UIButtonColorEditor</a></td><td class="desc"></td></tr>
<tr id="row_106_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_editor.html" target="_self">UIButtonEditor</a></td><td class="desc"></td></tr>
<tr id="row_107_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_keys.html" target="_self">UIButtonKeys</a></td><td class="desc">Deprecated component. Use <a class="el" href="class_u_i_key_navigation.html" title="Attaching this script to a widget makes it react to key events such as tab, up, down, etc. ">UIKeyNavigation</a> instead. </td></tr>
<tr id="row_108_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_keys_editor.html" target="_self">UIButtonKeysEditor</a></td><td class="desc"></td></tr>
<tr id="row_109_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_message.html" target="_self">UIButtonMessage</a></td><td class="desc">Sends a message to the remote object when something happens. </td></tr>
<tr id="row_110_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_message_editor.html" target="_self">UIButtonMessageEditor</a></td><td class="desc"></td></tr>
<tr id="row_111_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_offset.html" target="_self">UIButtonOffset</a></td><td class="desc">Simple example script of how a button can be offset visibly when the mouse hovers over it or it gets pressed. </td></tr>
<tr id="row_112_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_rotation.html" target="_self">UIButtonRotation</a></td><td class="desc">Simple example script of how a button can be rotated visibly when the mouse hovers over it or it gets pressed. </td></tr>
<tr id="row_113_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_button_scale.html" target="_self">UIButtonScale</a></td><td class="desc">Simple example script of how a button can be scaled visibly when the mouse hovers over it or it gets pressed. </td></tr>
<tr id="row_114_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_114_" class="arrow" onclick="toggleFolder('114_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_camera.html" target="_self">UICamera</a></td><td class="desc">This script should be attached to each camera that's used to draw the objects with UI components on them. This may mean only one camera (main camera or your UI camera), or multiple cameras if you happen to have multiple viewports. Failing to attach this script simply means that objects drawn by this camera won't receive UI notifications: </td></tr>
<tr id="row_114_0_" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html" target="_self">MouseOrTouch</a></td><td class="desc">Ambiguous mouse, touch, or controller event. </td></tr>
<tr id="row_115_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_camera_editor.html" target="_self">UICameraEditor</a></td><td class="desc"></td></tr>
<tr id="row_116_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_camera_tool.html" target="_self">UICameraTool</a></td><td class="desc">Panel wizard that allows a bird's eye view of all cameras in your scene. </td></tr>
<tr id="row_117_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_center_on_child.html" target="_self">UICenterOnChild</a></td><td class="desc">Ever wanted to be able to auto-center on an object within a draggable panel? Attach this script to the container that has the objects to center on as its children. </td></tr>
<tr id="row_118_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_center_on_click.html" target="_self">UICenterOnClick</a></td><td class="desc">Attaching this script to an element of a scroll view will make it possible to center on it by clicking on it. </td></tr>
<tr id="row_119_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_create_new_u_i_wizard.html" target="_self">UICreateNewUIWizard</a></td><td class="desc">UI Creation Wizard. This tool has been made obsolete with NGUI 3.0.6. </td></tr>
<tr id="row_120_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_create_widget_wizard.html" target="_self">UICreateWidgetWizard</a></td><td class="desc">UI Widget Creation Wizard </td></tr>
<tr id="row_121_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_cursor.html" target="_self">UICursor</a></td><td class="desc">Selectable sprite that follows the mouse. </td></tr>
<tr id="row_122_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_drag_camera.html" target="_self">UIDragCamera</a></td><td class="desc">Allows dragging of the camera object and restricts camera's movement to be within bounds of the area created by the rootForBounds colliders. </td></tr>
<tr id="row_123_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_drag_drop_container.html" target="_self">UIDragDropContainer</a></td><td class="desc"></td></tr>
<tr id="row_124_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_drag_drop_item.html" target="_self">UIDragDropItem</a></td><td class="desc"><a class="el" href="class_u_i_drag_drop_item.html" title="UIDragDropItem is a base script for your own Drag & Drop operations. ">UIDragDropItem</a> is a base script for your own Drag &amp; Drop operations. </td></tr>
<tr id="row_125_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_drag_drop_root.html" target="_self">UIDragDropRoot</a></td><td class="desc">When Drag &amp; Drop event begins in <a class="el" href="class_u_i_drag_drop_item.html" title="UIDragDropItem is a base script for your own Drag & Drop operations. ">UIDragDropItem</a>, it will re-parent itself to the <a class="el" href="class_u_i_drag_drop_root.html" title="When Drag & Drop event begins in UIDragDropItem, it will re-parent itself to the UIDragDropRoot instead...">UIDragDropRoot</a> instead. It's useful when you're dragging something out of a clipped panel: you will want to reparent it before it can be dragged outside. </td></tr>
<tr id="row_126_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_draggable_camera.html" target="_self">UIDraggableCamera</a></td><td class="desc">Works together with <a class="el" href="class_u_i_drag_camera.html" title="Allows dragging of the camera object and restricts camera&#39;s movement to be within bounds of the area ...">UIDragCamera</a> script, allowing you to drag a secondary camera while keeping it constrained to a certain area. </td></tr>
<tr id="row_127_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_drag_object.html" target="_self">UIDragObject</a></td><td class="desc">Allows dragging of the specified target object by mouse or touch, optionally limiting it to be within the <a class="el" href="class_u_i_panel.html" title="UI Panel is responsible for collecting, sorting and updating widgets in addition to generating widget...">UIPanel</a>'s clipped rectangle. </td></tr>
<tr id="row_128_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_drag_object_editor.html" target="_self">UIDragObjectEditor</a></td><td class="desc"></td></tr>
<tr id="row_129_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_drag_resize.html" target="_self">UIDragResize</a></td><td class="desc">This script makes it possible to resize the specified widget by dragging on the object this script is attached to. </td></tr>
<tr id="row_130_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_drag_scroll_view.html" target="_self">UIDragScrollView</a></td><td class="desc">Allows dragging of the specified scroll view by mouse or touch. </td></tr>
<tr id="row_131_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_draw_call.html" target="_self">UIDrawCall</a></td><td class="desc">This is an internally-created script used by the UI system. You shouldn't be attaching it manually. </td></tr>
<tr id="row_132_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_draw_call_inspector.html" target="_self">UIDrawCallInspector</a></td><td class="desc">Inspector class used to view UIDrawCalls. </td></tr>
<tr id="row_133_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_draw_call_viewer.html" target="_self">UIDrawCallViewer</a></td><td class="desc">Draw Call Viewer shows a list of draw calls created by NGUI and lets you hide them selectively. </td></tr>
<tr id="row_134_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_equipment_slot.html" target="_self">UIEquipmentSlot</a></td><td class="desc">A UI script that keeps an eye on the slot in character equipment. </td></tr>
<tr id="row_135_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_event_listener.html" target="_self">UIEventListener</a></td><td class="desc">Event Hook class lets you easily add remote event listener functions to an object. Example usage: UIEventListener.Get(gameObject).onClick += MyClickFunction; </td></tr>
<tr id="row_136_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_event_trigger.html" target="_self">UIEventTrigger</a></td><td class="desc">Attaching this script to an object will let you trigger remote functions using NGUI events. </td></tr>
<tr id="row_137_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_event_trigger_editor.html" target="_self">UIEventTriggerEditor</a></td><td class="desc"></td></tr>
<tr id="row_138_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_font.html" target="_self">UIFont</a></td><td class="desc"><a class="el" href="class_u_i_font.html" title="UIFont contains everything needed to be able to print text. ">UIFont</a> contains everything needed to be able to print text. </td></tr>
<tr id="row_139_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_font_inspector.html" target="_self">UIFontInspector</a></td><td class="desc">Inspector class used to view and edit UIFonts. </td></tr>
<tr id="row_140_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_font_maker.html" target="_self">UIFontMaker</a></td><td class="desc">Font maker lets you create font prefabs with a single click of a button. </td></tr>
<tr id="row_141_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_forward_events.html" target="_self">UIForwardEvents</a></td><td class="desc">This script can be used to forward events from one object to another. In most cases you should use <a class="el" href="class_u_i_event_listener.html" title="Event Hook class lets you easily add remote event listener functions to an object. Example usage: UIEventListener.Get(gameObject).onClick += MyClickFunction; ">UIEventListener</a> script instead. For example: UIEventListener.Get(gameObject).onClick += MyClickFunction; </td></tr>
<tr id="row_142_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_forward_events_editor.html" target="_self">UIForwardEventsEditor</a></td><td class="desc"></td></tr>
<tr id="row_143_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_geometry.html" target="_self">UIGeometry</a></td><td class="desc">Generated geometry class. All widgets have one. This class separates the geometry creation into several steps, making it possible to perform actions selectively depending on what has changed. For example, the widget doesn't need to be rebuilt unless something actually changes, so its geometry can be cached. Likewise, the widget's transformed coordinates only change if the widget's transform moves relative to the panel, so that can be cached as well. In the end, using this class means using more memory, but at the same time it allows for significant performance gains, especially when using widgets that spit out a lot of vertices, such as UILabels. </td></tr>
<tr id="row_144_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_grid.html" target="_self">UIGrid</a></td><td class="desc">All children added to the game object with this script will be repositioned to be on a grid of specified dimensions. If you want the cells to automatically set their scale based on the dimensions of their content, take a look at <a class="el" href="class_u_i_table.html" title="All children added to the game object with this script will be arranged into a table with rows and co...">UITable</a>. </td></tr>
<tr id="row_145_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_grid_editor.html" target="_self">UIGridEditor</a></td><td class="desc"></td></tr>
<tr id="row_146_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_image_button.html" target="_self">UIImageButton</a></td><td class="desc">Sample script showing how easy it is to implement a standard button that swaps sprites. </td></tr>
<tr id="row_147_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_image_button_inspector.html" target="_self">UIImageButtonInspector</a></td><td class="desc">Inspector class used to edit UISprites. </td></tr>
<tr id="row_148_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_input.html" target="_self">UIInput</a></td><td class="desc">Input field makes it possible to enter custom information within the UI. </td></tr>
<tr id="row_149_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_input_editor.html" target="_self">UIInputEditor</a></td><td class="desc"></td></tr>
<tr id="row_150_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_item_slot.html" target="_self">UIItemSlot</a></td><td class="desc">Abstract UI component observing an item somewhere in the inventory. This item can be equipped on the character, it can be lying in a chest, or it can be hot-linked by another player. Either way, all the common behavior is in this class. What the observed item actually is... that's up to the derived class to determine. </td></tr>
<tr id="row_151_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_item_storage.html" target="_self">UIItemStorage</a></td><td class="desc">Storage container that stores items. </td></tr>
<tr id="row_152_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_key_binding.html" target="_self">UIKeyBinding</a></td><td class="desc">This class makes it possible to activate or select something by pressing a key (such as space bar for example). </td></tr>
<tr id="row_153_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_key_navigation.html" target="_self">UIKeyNavigation</a></td><td class="desc">Attaching this script to a widget makes it react to key events such as tab, up, down, etc. </td></tr>
<tr id="row_154_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_key_navigation_editor.html" target="_self">UIKeyNavigationEditor</a></td><td class="desc"></td></tr>
<tr id="row_155_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_label.html" target="_self">UILabel</a></td><td class="desc"></td></tr>
<tr id="row_156_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_label_inspector.html" target="_self">UILabelInspector</a></td><td class="desc">Inspector class used to edit UILabels. </td></tr>
<tr id="row_157_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_localize.html" target="_self">UILocalize</a></td><td class="desc">Simple script that lets you localize a <a class="el" href="class_u_i_widget.html" title="Base class for all UI components that should be derived from when creating new widget types...">UIWidget</a>. </td></tr>
<tr id="row_158_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_localize_editor.html" target="_self">UILocalizeEditor</a></td><td class="desc"></td></tr>
<tr id="row_159_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_ortho_camera.html" target="_self">UIOrthoCamera</a></td><td class="desc">Convenience script that resizes the camera's orthographic size to match the screen size. This script can be used to create pixel-perfect UI, however it's usually more convenient to create the UI that stays proportional as the screen scales. If that is what you want, you don't need this script (or at least don't need it to be active). </td></tr>
<tr id="row_160_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_panel.html" target="_self">UIPanel</a></td><td class="desc">UI Panel is responsible for collecting, sorting and updating widgets in addition to generating widgets' geometry. </td></tr>
<tr id="row_161_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_panel_inspector.html" target="_self">UIPanelInspector</a></td><td class="desc">Editor class used to view panels. </td></tr>
<tr id="row_162_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_panel_tool.html" target="_self">UIPanelTool</a></td><td class="desc">Panel wizard that allows enabling / disabling and selecting panels in the scene. </td></tr>
<tr id="row_163_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_play_animation.html" target="_self">UIPlayAnimation</a></td><td class="desc">Play the specified animation on click. </td></tr>
<tr id="row_164_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_play_animation_editor.html" target="_self">UIPlayAnimationEditor</a></td><td class="desc"></td></tr>
<tr id="row_165_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_play_sound.html" target="_self">UIPlaySound</a></td><td class="desc">Plays the specified sound. </td></tr>
<tr id="row_166_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_play_tween.html" target="_self">UIPlayTween</a></td><td class="desc">Play the specified tween on click. </td></tr>
<tr id="row_167_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_play_tween_editor.html" target="_self">UIPlayTweenEditor</a></td><td class="desc"></td></tr>
<tr id="row_168_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_popup_list.html" target="_self">UIPopupList</a></td><td class="desc">Popup list can be used to display pop-up menus and drop-down lists. </td></tr>
<tr id="row_169_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_popup_list_inspector.html" target="_self">UIPopupListInspector</a></td><td class="desc">Inspector class used to edit UIPopupLists. </td></tr>
<tr id="row_170_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_prefab_tool.html" target="_self">UIPrefabTool</a></td><td class="desc">Tool that makes it easy to drag prefabs into it to "cache" them for ease of use. </td></tr>
<tr id="row_171_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_progress_bar.html" target="_self">UIProgressBar</a></td><td class="desc">Simple progress bar that fills itself based on the specified value. </td></tr>
<tr id="row_172_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_progress_bar_editor.html" target="_self">UIProgressBarEditor</a></td><td class="desc"></td></tr>
<tr id="row_173_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_173_" class="arrow" onclick="toggleFolder('173_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_rect.html" target="_self">UIRect</a></td><td class="desc">Abstract UI rectangle containing functionality common to both panels and widgets. A UI rectangle contains 4 anchor points (one for each side), and it ensures that they are updated in the proper order. </td></tr>
<tr id="row_173_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_rect_1_1_anchor_point.html" target="_self">AnchorPoint</a></td><td class="desc"></td></tr>
<tr id="row_174_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_rect_editor.html" target="_self">UIRectEditor</a></td><td class="desc">Editor class used to view UIRects. </td></tr>
<tr id="row_175_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_root.html" target="_self">UIRoot</a></td><td class="desc">This is a script used to keep the game object scaled to 2/(Screen.height). If you use it, be sure to NOT use <a class="el" href="class_u_i_ortho_camera.html" title="Convenience script that resizes the camera&#39;s orthographic size to match the screen size...">UIOrthoCamera</a> at the same time. </td></tr>
<tr id="row_176_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_root_editor.html" target="_self">UIRootEditor</a></td><td class="desc"></td></tr>
<tr id="row_177_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_saved_option.html" target="_self">UISavedOption</a></td><td class="desc">Attach this script to a popup list, the parent of a group of toggles, or to a toggle itself to save its state. </td></tr>
<tr id="row_178_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_scroll_bar.html" target="_self">UIScrollBar</a></td><td class="desc">Scroll bar functionality. </td></tr>
<tr id="row_179_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_scroll_bar_editor.html" target="_self">UIScrollBarEditor</a></td><td class="desc"></td></tr>
<tr id="row_180_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_scroll_view.html" target="_self">UIScrollView</a></td><td class="desc">This script, when attached to a panel turns it into a scroll view. You can then attach <a class="el" href="class_u_i_drag_scroll_view.html" title="Allows dragging of the specified scroll view by mouse or touch. ">UIDragScrollView</a> to colliders within to make it draggable. </td></tr>
<tr id="row_181_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_scroll_view_editor.html" target="_self">UIScrollViewEditor</a></td><td class="desc"></td></tr>
<tr id="row_182_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_slider.html" target="_self">UISlider</a></td><td class="desc">Extended progress bar that has backwards compatibility logic and adds interaction support. </td></tr>
<tr id="row_183_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_slider_colors.html" target="_self">UISliderColors</a></td><td class="desc">This script automatically changes the color of the specified sprite based on the value of the slider. </td></tr>
<tr id="row_184_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_slider_editor.html" target="_self">UISliderEditor</a></td><td class="desc"></td></tr>
<tr id="row_185_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_snapshot_point.html" target="_self">UISnapshotPoint</a></td><td class="desc"></td></tr>
<tr id="row_186_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_snapshot_point_editor.html" target="_self">UISnapshotPointEditor</a></td><td class="desc"></td></tr>
<tr id="row_187_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_sound_volume.html" target="_self">UISoundVolume</a></td><td class="desc">Very simple script that can be attached to a slider and will control the volume of all sounds played via <a class="el" href="class_n_g_u_i_tools.html#ac56f4b23e7624744fe51d5f618df6f08" title="Play the specified audio clip. ">NGUITools.PlaySound</a>, which includes all of UI's sounds. </td></tr>
<tr id="row_188_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_sprite.html" target="_self">UISprite</a></td><td class="desc">Sprite is a textured element in the UI hierarchy. </td></tr>
<tr id="row_189_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_sprite_animation.html" target="_self">UISpriteAnimation</a></td><td class="desc">Very simple sprite animation. Attach to a sprite and specify a common prefix such as "idle" and it will cycle through them. </td></tr>
<tr id="row_190_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_sprite_animation_inspector.html" target="_self">UISpriteAnimationInspector</a></td><td class="desc">Inspector class used to edit UISpriteAnimations. </td></tr>
<tr id="row_191_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_sprite_data.html" target="_self">UISpriteData</a></td><td class="desc"></td></tr>
<tr id="row_192_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_sprite_inspector.html" target="_self">UISpriteInspector</a></td><td class="desc">Inspector class used to edit UISprites. </td></tr>
<tr id="row_193_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_storage_slot.html" target="_self">UIStorageSlot</a></td><td class="desc">A UI script that keeps an eye on the slot in a storage container. </td></tr>
<tr id="row_194_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_stretch.html" target="_self">UIStretch</a></td><td class="desc">This script can be used to stretch objects relative to the screen's width and height. The most obvious use would be to create a full-screen background by attaching it to a sprite. </td></tr>
<tr id="row_195_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_stretch_editor.html" target="_self">UIStretchEditor</a></td><td class="desc"></td></tr>
<tr id="row_196_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_table.html" target="_self">UITable</a></td><td class="desc">All children added to the game object with this script will be arranged into a table with rows and columns automatically adjusting their size to fit their content (think "table" tag in HTML). </td></tr>
<tr id="row_197_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_197_" class="arrow" onclick="toggleFolder('197_')">&#9658;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_text_list.html" target="_self">UITextList</a></td><td class="desc">Text list can be used with a <a class="el" href="class_u_i_label.html">UILabel</a> to create a scrollable multi-line text field that's easy to add new entries to. Optimal use: chat window. </td></tr>
<tr id="row_197_0_" class="even" style="display:none;"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_text_list_1_1_paragraph.html" target="_self">Paragraph</a></td><td class="desc"></td></tr>
<tr id="row_198_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_texture.html" target="_self">UITexture</a></td><td class="desc">If you don't have or don't wish to create an atlas, you can simply use this script to draw a texture. Keep in mind though that this will create an extra draw call with each <a class="el" href="class_u_i_texture.html" title="If you don&#39;t have or don&#39;t wish to create an atlas, you can simply use this script to draw a texture...">UITexture</a> present, so it's best to use it only for backgrounds or temporary visible widgets. </td></tr>
<tr id="row_199_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_texture_inspector.html" target="_self">UITextureInspector</a></td><td class="desc">Inspector class used to edit UITextures. </td></tr>
<tr id="row_200_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_texture_packer.html" target="_self">UITexturePacker</a></td><td class="desc"></td></tr>
<tr id="row_201_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_toggle.html" target="_self">UIToggle</a></td><td class="desc">Simple toggle functionality. </td></tr>
<tr id="row_202_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_toggled_components.html" target="_self">UIToggledComponents</a></td><td class="desc">Example script showing how to activate or deactivate MonoBehaviours with a toggle. </td></tr>
<tr id="row_203_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_toggled_objects.html" target="_self">UIToggledObjects</a></td><td class="desc">Example script showing how to activate or deactivate a game object when a toggle's state changes. OnActivate event is sent out by the <a class="el" href="class_u_i_toggle.html" title="Simple toggle functionality. ">UIToggle</a> script. </td></tr>
<tr id="row_204_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_toggle_inspector.html" target="_self">UIToggleInspector</a></td><td class="desc"></td></tr>
<tr id="row_205_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_tooltip.html" target="_self">UITooltip</a></td><td class="desc">Example script that can be used to show tooltips. </td></tr>
<tr id="row_206_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_tweener.html" target="_self">UITweener</a></td><td class="desc">Base class for all tweening operations. </td></tr>
<tr id="row_207_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_tweener_editor.html" target="_self">UITweenerEditor</a></td><td class="desc"></td></tr>
<tr id="row_208_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_viewport.html" target="_self">UIViewport</a></td><td class="desc">This script can be used to restrict camera rendering to a specific part of the screen by specifying the two corners. </td></tr>
<tr id="row_209_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_widget.html" target="_self">UIWidget</a></td><td class="desc">Base class for all UI components that should be derived from when creating new widget types. </td></tr>
<tr id="row_210_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_widget_container.html" target="_self">UIWidgetContainer</a></td><td class="desc">Widget container is a generic type class that acts like a non-resizeable widget when selecting things in the scene view. </td></tr>
<tr id="row_211_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_widget_container_editor.html" target="_self">UIWidgetContainerEditor</a></td><td class="desc">Widget containers are classes that are meant to hold more than one widget inside, but should still be easily movable using the mouse. </td></tr>
<tr id="row_212_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_widget_inspector.html" target="_self">UIWidgetInspector</a></td><td class="desc">Inspector class used to edit UIWidgets. </td></tr>
<tr id="row_213_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_wrap_content.html" target="_self">UIWrapContent</a></td><td class="desc">This script makes it possible for a scroll view to wrap its content, creating endless scroll views. Usage: simply attach this script underneath your scroll view where you would normally place a <a class="el" href="class_u_i_grid.html" title="All children added to the game object with this script will be repositioned to be on a grid of specif...">UIGrid</a>: </td></tr>
<tr id="row_214_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_u_i_wrap_content_editor.html" target="_self">UIWrapContentEditor</a></td><td class="desc"></td></tr>
<tr id="row_215_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_window_auto_yaw.html" target="_self">WindowAutoYaw</a></td><td class="desc">Attaching this script to an object will make it turn as it gets closer to left/right edges of the screen. Look at how it's used in Example 6. </td></tr>
<tr id="row_216_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_window_drag_tilt.html" target="_self">WindowDragTilt</a></td><td class="desc">Attach this script to a child of a draggable window to make it tilt as it's dragged. Look at how it's used in Example 6. </td></tr>
</table>
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